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- pad out the StreamData buffer to 16 bytes and avoid any form of conditional compilation here.
Vulkan does not manage to get the shader properly compiled without this.
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parent
f2dd4ceaab
commit
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2 changed files with 6 additions and 8 deletions
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@ -200,9 +200,8 @@ struct StreamData
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FVector4 uSplitBottomPlane;
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FVector4 uDetailParms;
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#ifdef NPOT_EMULATION
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FVector2 uNpotEmulation;
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#endif
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FVector4 uNpotEmulation;
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FVector4 padding1, padding2, padding3;
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};
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class FRenderState
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@ -295,7 +294,7 @@ public:
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mStreamData.uDynLightColor = { 0.0f, 0.0f, 0.0f, 1.0f };
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mStreamData.uDetailParms = { 0.0f, 0.0f, 0.0f, 0.0f };
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#ifdef NPOT_EMULATION
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mStreamData.uNpotEmulation = { 0,0 };
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mStreamData.uNpotEmulation = { 0,0,0,0 };
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#endif
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mModelMatrix.loadIdentity();
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mTextureMatrix.loadIdentity();
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@ -490,7 +489,7 @@ public:
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void SetNpotEmulation(float factor, float offset)
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{
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#ifdef NPOT_EMULATION
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mStreamData.uNpotEmulation = { offset, factor };
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mStreamData.uNpotEmulation = { offset, factor, 0, 0 };
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#endif
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}
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@ -163,9 +163,8 @@ static const char *shaderBindings = R"(
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vec4 uSplitBottomPlane;
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vec4 uDetailParms;
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#ifdef NPOT_EMULATION
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vec2 uNpotEmulation;
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#endif
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vec4 uNpotEmulation;
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vec4 padding1, padding2, padding3;
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};
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layout(set = 0, binding = 3, std140) uniform StreamUBO {
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